Name: Cyclops (Scott Summers) Val Char Cost 15 STR 5 20 DEX 30 15 CON 10 15 BODY 15 23 INT 23 23 EGO 23 20 PRE 10 14 COM 2 8 PD 5 8 ED 5 6 SPD 30 6 REC - 30 END - 31 STUN - Characteristic Rolls: STR: 12-, DEX: 13-, CON: 12-, INT: 14-, EGO: 14-, PER: 14- Run: 7", Swim: 2", Jump: 3", Lift: 200kg Cost Powers END/Roll 174 Multipower (206 active, everything has 'personal immunity') m-18 15d6 Energy Blast, +5d6 KB Only, 0 End, +5d6 m-18 9d6 Energy Blast AoE Cone, +3d6 KB Only 0 End, +2d6 m-18 9d6 Autofire Energy Blast, +3d6 KB Only 0 End, +3d6 m-16 11d6 Armor Piercing Energy Blast 0 End, +3d6 2 20 pt Endurance Battery for multipower 2 2pt Recovery for End Battery 2 +1" Running 6 3/3 Armor, OIF (X-men uniform, modern version) Cost Skills, Talents, Perks Roll 30 +15 Lightning Reflexes (acts at 35 Dex) 8 +4 Skill levels vs Autofire Penalties 8 +4 Skill levels w/Bouncing 40 5 Combat levels 9 +3 Skill levels w/Energy Blast 3 Breakfall 13- 3 Climbing 13- 3 Combat Pilot 13- 3 Demolitions 11- 3 Electronics 11- 3 Mechanics 11- 3 Deduction 14- 3 Paramedics 14- 3 Tactics 14- Martial Arts 5 Defensive Strike +1 OCV +3 DCV Str Strike 4 Dodge +5 DCV abort 3 Throw +0 OCV +1 DCV Str+v/5 Strike 4 Disarm -1 OCV +1 DCV +10 Str disarm 100+ Disadvantages 10 Distinctive Features (Red Eyes) easily concealable 15 Hunted: Mr. Sinister (MP, 8-) 20 Hunted: misc mutant haters (AP, NCI, 11-) 15 Phys lim: Can't control energy blast without special visor (Infreq, Fully) 10 Psych: Always Serious (com, mod) 20 Psych: CVK (com, tot) 15 Psych: Loyal to Prof X (unc, tot) 5 Love: Jean Grey/Marvel Girl OCV: 7; DCV: 7; ECV: 8; Mental Def.: 0; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 11/3; ED/rED: 11/3 Costs: Char.: 158 Disad.: 110 Powers: + 394 Base: + 100 Exp.: + Total: = 553 Total: = Background: 23 Int: this guy is Marvel's premier combat tactician, and a keen observer. 23 Ego: He's trained with Prof X most of his adult life, and fought off Dys`pare. The Multipower: I wrote this up as 3 multipowers, The first at 0 End, the second knock-back only, the third with normal end costs, then added them together (except the AP slot does not get a knockback boost). Some unusual round-offs caused the slots to be more expensive than you'd expect). With this write-up, Scott can do 15d6 (and lots of KB) indefinitely, and go up to 20d6 when he needs it, although he can only keep it up for 2 rounds. I made his lack of control over the eye beams a disad rather than a limit for two reasons: it is simpler, and it wouldn't be worth the 40-odd points he'd get with even a 1/4 limit on the multipower, since it hasn't come up much in recent times. ------------------------------------------------------------------------------ Write-up copyright © 1995 by Sam Bell (sam@eng.sun.com). Permission granted to duplicate and transmit, as long as this note is not removed. ------------------------------------------------------------------------------